Xiaofeng Mi
Rutgers University, Computer Science Department
110 Frelinghuysen Rd, Piscataway, NJ 08854
phone: (732)445-2001 x 3003, email: xmi at cs dot rutgers dot edu

I am a Ph.D. candidate in computer science at Rutgers University, New Brunswick. I am also affiliated with the Rutgers University Center for Cognitive Science, where I am working towards the certificate in cognitive science.

My research with Prof. Doug DeCarlo has been in how we can use our knowledge in visual perception to guide rendering systems for more effective shape depiction.

Education
  • Ph.D. in Computer Science, Rutgers University. May 2010 (thesis, 10.5MB to come)
  • Certificate in Cognitive Science, May 2010
  • M.E. in Computer Science & Engineering, Zhejiang University, March 2003
  • B.E. in Computer Science & Engineering, Zhejiang University, June 2000
Projects
 

Effective Shape Depiction

This is my dissertation research. Diverging from traditional approaches in computer graphics which use purely geometric simplices as processing units, we argue that shape depiction can benefit from a computation representation compatible with the human visual processing. To support this argument, we first present a system that parses a 2D planar shape into a part-based structure that approximately respects the structural organization in human perception. And we show that simplifications on this representation align with the common artistic practices in shape abstraction, in which only prominent parts are preserved and the visual structures are more clarified than traditional simplification methods based on local adaptation of geometric details.

 

Shape Understanding

Differing from traditional shape segmentation approach, we propose a new way to think how parts fit together by introducing a computational model that locates and describes the extend and the prominence of the transitional regions that parts connect to the rest of the shape. This idea of transition also gives rise to a unified mathematical characterization of local shape organization. In particular, it distinguishes extended wholes uniformly from various assemblies of parts, such as limbs, necks, and short-cuts.

 

Perceptually Guided Segmentation

This project studys how perceptual brightness and photometric measures could benefit the image segmentation. Instead of using these perception measures as pixel weights for segmentation, the proposed approach simply adds the perception measure as an additional dimension in the feature space. Taking human perception information into account makes the segmentation results better align to the human visual perception. Experiment results show that this approach produces aesthetic pleasing segmentation results, which is useful for further image based depiction.

  • This is one of my computer vision course projects that I did mainly for fun. Feel free to download the source code and project report. Note that you need your own glut/glui library (I used the gluit maintained by Princeton folks included in Szymon's trimesh2)
  paper_cut

Computer-Generated Papercutting

From the point of view of computer graphics, papercutting can be seen as a method of composing bi-level images under a set of geometric connectivity constraints. We present a technique for composing digital paper-cut designs. The elements of a design may be images, which are processed via a multi-layer thresholding operation, or they may be procedurally-generated arrangements of shapes. Elements are composed using a set of boolean operators that preserve connectivity. The resulting designs are well suited to being cut by a digital craft cutter to create real paper-cuts.

  droplet

Calligraphy Simulation and Modeling

We propose a virtual brush model based on droplet operation for Chinese calligraphy and painting simulation. We use faster, hard accelerated droplet visualization for interactive virtual calligraphy and an elaborated, more time-consuming droplet rendering for more vivid results. Physically based bristle simulation is avoided to achieve significantly better performance while still maintaining expressiveness. Since the geometries of the boundaries of the brush trajectories are well defined, this work naturally extends to calligraphic modeling with abstracted expressiveness of dry strokes.

  user-defined feature modeling

User-defined Feature Modeling

This project proposes a distributed feature-based modeling service framework. An interface model of feature-based modeling service towards such a modeling environment, including the support of remote feature attachment and semantic maintenance is introduced. We use a user-friendly prototype-based feature interface definition strategy. Mechanisms for procedural attachment, declarative validation, as well as some of the issues in distributed environment, such as locality-transparent reusing, are also explained in details.

  misc projects

Other Projects

This is an implementation of Bruce Gooch et al's Human facial illustration paper written in Java. You have to install the Java Media APIs to get the applet running. Another little program in Java is to dig useful information from ebay auction pages. email me for detailed instructions on how to get it compiling and running.

I have implemented quite a few research papers in computer graphics --- as a rest from getting stuck in my dissertation research:) This is an implementation of Eitan Grinspun's thin shell simulation. Instead of doing automatic derivatives, I derived everything by hand and here is the note. Takeo Igarashi's cool as rigid as possible shape manipulation also gets an implementation here. What's provided here merely helps you fill in the matrix, you will need to fill in your own class of point2D, matrix solvers, etc to get it to work, which should be very easy. There is an implementation of GPU accelerated suggestive contour rendering here. Enclosed are the vertex and fragment shader files, you will need to send in the principle curvatures and directions, as well as derivatives of curvatures to the shaders. Szymon's trimesh2 library computes everything. The nice thing about my shader is that it has a very good control of screen space line width - which is not trivial at all to get right. Email me if you are interested in the details in how differential geometry plays a role here. Also, here is some texture synthesis I implemented long time ago.

Family and Friends
  Ying Zhang, Jie Xu, Jack's Canada Ink Cartridges Online Store
 

Last update: Thursday, February 26, 2009, 18:00pm EST